
Play as the Sovereign of a magical tower in this story-rich, Round Table management RPG. Recruit eccentric Knights, assign quests and balance egos whilst carving out your kingdom's destiny. If destiny doesn’t go your way, keep turning back time, uncover secrets and rewrite fate again and again.
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Every market we collect.
Charts
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About

- Your Reign, Your Rules - Every choice you make defines your legacy and the fate of your Kingdom...
- Recruit eccentric Knights - Manage a court of unpredictable heroes with big egos and even bigger problems.
- Manage Your Round Table - Send Knights on quests where success or disaster hinges on your judgment.
- Bend Time and Tempt Fate - Rewind decisions, uncover secrets, and pursue forbidden romances.
- Expand Your Tower - Build new annexes, acquire upgrades, and outwit rival rulers.

Ah, finally - a suitable Sovereign for the job. Yes, you, right there, come sit on this comfy throne. Ah you like the feel of that, don’t you? Congratulations, you’re hired! My name is Arlin and I’m your advisor. Welcome to your first day, and please, allow me to provide thee with a day in the life of a Sovereign and you can then decide how will you rule, my liege...
- In the morning you must tend to your subjects and listen to the problems that plague the Kingdom. From gardening to exorcisms - there’s never a boring day on the throne.
- Each decision you make will shape your kingdom and relationships with individuals, collectives and other rulers. Every interaction will play a part in defining your legacy.
- Balance your affinity with the Merchants, Mystics, Scholars, Nobles and People, as well as the Treasury, or spend it all and backstab everyone. Either way works, my grace.
- Recruit eccentric Knights with strong personalities and questionable morals to serve at your Round Table. Unfortunately for you, these are the jesters you’re relying on to keep your Kingdom running smoothly.
- With great egos, comes great drama! These Knights aren’t going to be a walk in the Tower’s Garden, sire. There’s always advice to be taken, grievances to be shared and romance to be explored.
- You must keep your Knights satisfied otherwise they may just leave your court for good. Maybe that’s sometimes for the best though...
- Manage your Knights from the Round Table. Here you can view all the requests from your subjects that you obliged to earlier in the day. Assign the most equipped Knight for the job to reduce chances of failure.
- Your Knights possess stats: Strength, Agility, Charisma, Magic and Wit. Each Quest requires a different skill set. Need a Charismatic approach? Maybe we shouldn’t send Ursula, your grace.
- After they return from their Quests, you’ll be debriefed with the results of their venture. Did their efforts result in Critical Failure or Critical Success? Or did they experience a completely Unexpected Outcome?
- In the Crypts of the Tower dwells a Demon who can turn back time. So, if it all goes wrong, you can go back with all the knowledge you’ve learned, make alternate decisions and change fate.
- Of course, you have me, your main advisor at your service, but there are others. For example, The Intendant has a nosy habit of collecting secrets about your Knights. She’ll provide the juicy gossip as you require it it!
- If you like romancing stone statues, then you’ve come to the right place. No, really, go speak to the Lady of the Tower and find out.
- Prove your worthiness against opposers by joining hands with neighbouring counties and forging great alliances.
- Expand your Tower by adding new Annexes which in turn will allow for more positions to open amongst your court.
- From Carina’s Forge to the Witch’s Alchemy Room, each of these new Annexes gives you the ability to craft new items to assist your Knights on their Quests.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1857 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I rarely review a game, But this game is a mix of "yes, your grace" and a "different variant of dispatch", with midevil Vibe. The art and sound effect are a joy can't get bored of it. the music is chill not my cup of tea but fits the game. By the way, If you use save/load it defeat the idea of the game no need for that. Sovereign mode is the way in my opinion At least for the first playthrough. 9/10 Diffenelty recommed.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Japanese, Korean, Simplified Chinese
Hours played at review time, across 1.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
真结局已通+五周目 以下内容涉及剧透 先聊聊缺点 这个游戏的存档是要手动开的 且真结局要求不能回溯 龙骑士这真是坑多多了 死法一:在龙骑士前一天把骑士都派出去(这真的还挺常见)死法二:二周目把招募当成提前宣战 出来一看有任务就傻了 同理 维多利亚伏击任务也挺莫名其妙 二者的结果是必须回溯 哪怕给我一个从头再来的按钮呢?如果失误 要么选择多打一个周目 要么开个新档 这失败惩罚让我有了魂游的感受 总之 怪不得真结局完成那么少 也是我为什么打了五周目的原因(坑都踩过了)----------再来聊聊优点 美术上大分 人物剧情不错 没啥好说的 这就够我打好评了 有种玩丝之歌的感受 玩完认为这真是个伟大的作品
Juste Excellentissime. Une des plus belle découverte dans le genre. Il y a TOUT!!!
3/5,文本量太少,玩法比较重复
Incroyable !
优点: 美术,音乐场景,cg,地图精美 缺点; 游戏性不高,后期乏力,人物公式化,缺少让人重复游玩的欲望 结局塑造过于草率,不断为游戏内部塞入终局危机,破外玩家游玩体验 剧情转折过于生硬,感觉草草收场 地图设计十分精美,可缺乏有效交互,白白浪费了美术资源
美术我非常喜欢,剧情过程很有意思,结尾中规中矩
De magnifiques visuels et des très belles musiques, des personnages attachants et des histoires qui vous accrochent, le tout mélangé pour donner un super jeu ! Bravo !
I had a wonderful time with this game, but it was far from perfect. The concept and world alone are extremely gripping in their own rights. Each act of the game offers new places and characters to discover, and each one has its own distinct flavor profile to enjoy. The pitch of the game is to collect a colorful cavalcade of quirky knights to be a part of your roundtable, and the game delivers on that promise splendidly. Each knight is compellingly different, unique, and brings their own charm and depth. However, not every knight is treated equal in this department, and I felt some of them to be favored quite strongly over others. For example, [spoiler] for a late game addition, Edith's bit is really interesting. A weird lady who is obviously beholden to a cursed sword. But this concept isn't really taken anywhere further than her becoming possessed by the sword. I haven't seen any kind of special reactivity post her possession, so it just feels like a way to flatten out the character and not explore that narrative. There's little you can do to discourage her obsession or cure her possession, so it just feels a bit cheap. Contrast that to Arron who has two distinct paths of narrative, each with their own drawbacks and benefits. And with Edith being a relatively easy knight to encounter like Arron, it feels odd that her story flops while his flourishes. [/spoiler] Obviously, it would be impossible to make every NPC in the game having several branches to their story, but some more emotional depth and stakes to some of the knights would be appreciated. This doesn't warrant a negative review or anything, but there's just so much potential oozing from the pores in this game that it's a tiny bit frustrating. The gameplay was fine enough. The game wasn't particularly hard at any point, and I found it to get really tedious as I was ending my first and second playthroughs. The thing I want the most out of this developer's next game is a stronger focus on making it a fun game, as well as a fun story. The writers at Wild Wit Games clearly know how to make fun, unique characters. That alone carries the experience, but the game part just feels like set dressing. There's a lack of clarity with certain choices, some knights are hidden behind seemingly random Unexpected Outcomes, and the loop encourages you to just sort of skip over half the dialog, specifically with the NPCs who consistently return with busy work to pad out your play time. With that said, the game is just long enough that it isn't the worst thing in the world, but it's certainly tiresome and makes me not really want to keep playing to see different interactions. All in all, though, there is quite a lot of good in this game. It's hard to talk about without spoiling too much, but I found the over-arching narrative to be pretty cool. A bit ham-fisted, but really interesting nonetheless. Sovereign Tower takes a legitimate stance on how to view political systems, especially ones with unilateral power like monarchies. The meta-narrative also becomes more interesting the more you play, especially the more you choose to participate with the world and mechanics. It's not as strangely intimate like Slay the Princess, but there's a good bit of fun analyzing your own role as The Sovereign in this game and unpacking it. I'd say the game is for sure worth your time and you should check it out if you don't live for the gameplay. As a visual novel that's meant to be replayed at least twice, I'd say it does a great job of staying interesting through those two playthroughs if you're willing to skip some dialog. 8.5/10 Story 5/10 Gameplay 7.5/10 Overall Also, I highly recommend using your special power for your first playthrough. You'd be robbing yourself of some of the fun if you refused to use it because of some weird gamer pride.
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